243,208 Commits over 3,898 Days - 2.60cph!
Merge from fix_get_building_priv -> main
Added Map to Pause Menu with Quest List. Shows Icon where Player is currently standing
Created CharacterResource, and assigned one to each existing NPC
Only run this on firstTime 😳
Show NPC Icons on the Pause Map. Don't show Quest UI when standing still anymore
NPC Icons now show "!" next to them when they have something new to say
Fix Ginnle's NPC/Character Association
Fix BuildHash error on Player Map Icon
Fixed paddling pool water being invisible inside canyons
Wrap property tooltips in rich text tags so they wrap, resolves Facepunch/sbox-issues#6723
Do Widget.AdjustSize before ConstrainToScreen
Fix colour picker relying on late sizing and not constraining to screen properly, Facepunch/sbox-issues#6717
updated attachment targets, also turned viewmodel renderer back on
Do not set commentary to 0 on map start
Since we removed the commentary system entirely
Fix "material __error is missing" error on map load
Delete __screenshot_internal
Move "SOLID_VPHYSICS static prop with no vphysics" to developer 1
Fixed crashes to do with render groups
Minor cleanups
Raised steering wheel for animation test
Fixed pivots on driver cabin items
Script auto updates / compile fixes
Separated assets for placeholder animation
Moved battering ram hardware out of placeholder folder
Added battering ram hardware to entity, updated models and materials
Battering ram door wip settings
- Siege tower raising now works, but not as clean as i'd like it to be yet
- Code cleanup
- Added raise command when siege tower has flipped onto the ground
- Fixed bugs with IsTipping not being registered properly
manifest.json and packages-lock.json
Add ProjectSettings/MultiplayerManager.asset to SCM
disabled_halloween24 -> main
Disable Scarecrowpopulation
Updated collectables
Removed bone collectable
Frank default table craftable disabled
Disabled portals
Update: Invoking of profiler method annotation filter works
- Instead of hooking in we rely on Unity's assembly initialization to invoke us first - seems to be early enough, but we'll see
- Store profiler callbacks to avoid GC cleaning them up and crashes in mono
- Add compile guards (for now allowing to run editor to test)
Tests: launched in editor, no crashes and a lot(112k) of debug logs indicating what gets annotated.
Fix regression from HBHF fixes that causes building blocks with no TC attached to use TC of nearby but unattached building blocks
Fix player body visibility
Make player body always try to face the way we're looking
explosion force
show run time while planner active
change freezing
balance
charge difficulty
runner jumping
Update SpriteTools
Fix CharacterSelectModal
Cleanup
Remove the WIP ParticleTextRenderer Component now that it's in-engine
IsTipping wont be called if tipped
Split off IsTipping and IsTipped flags
Only enable is tipping if we are starting to tip and not when we are on the ground
If tipping over turn on a trigger to hurt players inside
Siege tower now sets flag should it be tipped over
Quick fix to diving outfit
Merge branch 'master' of sbox
Citizen/animgraph: removed several unused parameters + skid now relies on 2 new parameters, skid_x/skid_y, instead of move_x/move_y
Battering ram door prefab
t1 smg balance and techtree